You can use the Minand Max fields of voxel ranges. They also support basic arithmetic operators (* / + -). If you can't compute a range for those inputs, either call FVoxelRangeFailStatus::Fail() to show an error to the user or return min inf, max inf.
Supporting C++ translation
When compiling a voxel graph to C++, the code you put in GENERATED_COMPUTENODEwill be copied to the C++ file. However, if you are using functions (eg here UVoxelNode_Atan2::Atan2), those won't be included in the generated file.
To fix that, you need to add a custom include, like done here:
Sometimes you want to have a more compact look, like here:
To do that, add COMPACT_VOXELNODE("ATAN2") below GENERATED_VOXELNODE_BODY().
Node that uses X/Y/Z
You can access X/Y/Z in GENERATED_COMPUTE by using _C0: for instance, _C0.X + _C0.Y - _C0.Z.
However, if you do so, you need to tell the voxel graph compiler that you are using those coordinates. To do that, use the SET_NODE_DEPENDENCIES macro:
Add
SET_NODE_DEPENDENCIES(EVoxelAxisDependenciesFlags::XYZ) // Or X Y XY XZ YZ depending on what you're using